Use menus for combat and picking up items

Refactor a bunch of stuff around to allow for polymorphically surfacing
an EntityChar for all entities, and use this to write a generic
`entityMenu` function, which generates a menu from the chars of a list
of entities - and use that to fully implement (removing `undefined`)
menus for both attacking and picking things up when there are multiple
entities on the relevant tile.
This commit is contained in:
Griffin Smith 2019-11-29 22:59:15 -05:00
parent 7d8ce026a2
commit 8a1235c3dc
26 changed files with 232 additions and 212 deletions

View file

@ -27,7 +27,7 @@ import Data.Aeson.Generic.DerivingVia
import Data.Aeson (ToJSON, FromJSON)
import Data.Coerce (coerce)
--------------------------------------------------------------------------------
import Xanthous.Entities
import Xanthous.Game.State
import Xanthous.Entities.Item
import Xanthous.Data (TicksPerTile, Hitpoints, Per, Ticks, (|*|), positioned)
--------------------------------------------------------------------------------
@ -68,6 +68,7 @@ instance Brain Character where
instance Entity Character where
blocksVision _ = False
description _ = "yourself"
entityChar _ = "@"
instance Arbitrary Character where
arbitrary = genericArbitrary